The Wizard class has a lot of problems
1. Controller Class Role is very undefined
Defenders - Mark targets and punish them for attacking others
Strikers - Gain bonus damage on certain conditions
Leaders - Minor action heals
Controllers - ????
It was claimed that controllers are the area effect class. But in reality, most classes have great area effect spells (Blinding Barrage, Come and Get It, Blade Barrier, just to name a few). With most classes having area effect, claiming that controllers are the area effect class leaves something to be desired. Controllers need a role defining mechanic ASAP.
2. Wizard Feats are a Mess
Compare Burning Blizzard to Weapon Focus for the most concrete example of this. Burning Blizzard has requires 2 stats and effects powers with cold and acid only. Weapon Focus has no requirements, effects an entire weapon group with any attack that deals damage with the weapon.
3. Wizard Implements are a silly class feature
Fighters pick between Sword and Board, Two-Weapon Fighting, or Two-Handed fighting. Rangers pick between beastmaster, ranged, or two-weapon. Rogues have BS or AD. These all provide powerful effects, bonus feats, and access to improved powers.
Tell me the fundamental difference between a staff wizard and a wand wizard. Yeah, almost nothing. No bonus feats, no powers tied into them, no class changing functionality.
4. Spellbooks
Spell books are a mess. Examples:
- I multi-class into Warlock and take a 2nd level warlock utility power via the power swap feat. What happens? Do I replace both my 2nd level utilities for that one power? Do I pick one power to remove from my spell book and add the warlock power in its place? What happens if I pick a non-arcane utility?
- My spell book gets stolen, can I get my Daily and Utility Spells? Can I still swap out daily and utility spells? Can I get my At Will and Encounter Powers?
- What makes daily and utility spells different enough to fit into a spell book while At-Will and Encounter powers can not?
In short, spell books are confusing, clumsy, and poorly implemented
5. Too many powers that give up damage for save ending effects
Saving throws are made at 55% base. Because of this, any save ends effect you put on a target is going to be very short lived. Furthermore, too many powers give up damage (or deal less damage) to provided save ending effects. Sleep is the poster child for this effect. If you assume a 55% chance to hit and a 55% save chance, the chance of putting a target to sleep is 24.75%. Thus on average, you'll need to target four opponents to put one of them to sleep. Plus the spell can hit friendly targets.
Compare this power with Blinding Barrage which deals 2[W]+dex and blinds on a hit (or half-damage and no blind on a miss) and is selective with what targets it hits.
Because savings are easy to make, powers that sacrifice damage for status effects are typically a bad deal for the Wizard.
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I am playing a 4E wizard and I voted for 4E wizard. The class is really a mess at the moment.